Video game ride

ABSTRACT

A system in accordance with present embodiments includes a plurality of vehicles having vehicle interface circuitry and configured to accommodate one or more riders. In certain embodiments, a vehicle of the plurality of vehicles is configured to receive respective inputs from the one or more riders via the vehicle interface circuitry, and wherein the respective inputs are related to one or more game features of a game environment; and a game controller configured to receive information from the vehicle interface circuitry related to the respective inputs; and provide instructions to modify the game environment based on at least one of the respective inputs.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a divisional of U.S. patent application Ser. No.14/498,357, filed Sep. 26, 2014, the entire disclosure of which isincorporated herein by reference in its entirety.

FIELD OF DISCLOSURE

The present disclosure relates generally to the field of amusementparks. More specifically, embodiments of the present disclosure relateto methods and equipment used in conjunction with amusement park gamesor rides.

BACKGROUND

Since the early twentieth century, amusement parks (or theme parks) havesubstantially grown in popularity. Certain rides may provide animmersive experience for the visitor. For example, a series of vehiclesmay drive riders through rooms with various features, including audio,video, and special effects features. These features may also relate tothe theme of the ride. With the increasing sophistication and complexityof modern ride attractions, and the corresponding increase inexpectations among theme or amusement park patrons, improved and morecreative ride attractions are needed, including ride attractions havingmore complex vehicle options and features that relate to a ride theme.

SUMMARY

Certain embodiments commensurate in scope with the originally claimedsubject matter are summarized below. These embodiments are not intendedto limit the scope of the disclosure, but rather these embodiments areintended only to provide a brief summary of certain disclosedembodiments. Indeed, the present disclosure may encompass a variety offorms that may be similar to or different from the embodiments set forthbelow.

In accordance with one embodiment, a system includes a plurality ofvehicles configured to accommodate one or more riders, each vehicleassociated with a game character and having vehicle interface circuitry,wherein each vehicle of the plurality of vehicles is configured toreceive respective inputs from the one or more riders via the vehicleinterface circuitry, and wherein the respective inputs are related toone or more game features of a game environment. The system alsoincludes a game controller configured to receive information from thevehicle interface circuitry related to the respective inputs; andprovide instructions to modify the game environment or a path of one ormore of the plurality of game vehicles based on at least one of therespective inputs, wherein the respective inputs are related to gamefeatures associated with the game character, wherein modifying the gameenvironment comprises modifying a virtual or physical object within thegame.

In another embodiment, a method includes receiving one or more inputsfrom a plurality of vehicles in a game environment; assigning scores orgame narratives to each individual vehicle based on the one or moreinputs; assigning a vehicle path within the game environment to eachindividual vehicle of the plurality of vehicles based on the score orgame narrative of the respective individual vehicle; and transmittinginformation related to the respective vehicle path to the correspondingindividual vehicles.

In another embodiment, a controller includes a memory. The memory storesinstructions that when executed, are configured to access a firstsetting of a game environment; provide instructions to activate thefirst setting of the game environment; receive one or more inputs fromindividual vehicles in the game environment; access a second setting ofthe game environment based on the one or more inputs; and provideinstructions to activate the second setting of the game environment,wherein the first setting is associated with a first location in thegame environment and the second setting is associated with a secondlocation in the game environment; and a processor configured to executethe instructions.

DRAWINGS

These and other features, aspects, and advantages of the presentdisclosure will become better understood when the following detaileddescription is read with reference to the accompanying drawings in whichlike characters represent like parts throughout the drawings, wherein:

FIG. 1 is a block diagram of an interactive vehicle ride in accordancewith present techniques;

FIG. 2 is a perspective view of a vehicle in a game environment inaccordance with present techniques;

FIG. 3 is a block diagram of multi-player vehicle in a game environmentin accordance with present techniques;

FIG. 4 is a block diagram of an interactive vehicle ride system inaccordance with present techniques;

FIG. 5 is a flow diagram of a method for vehicle path determinationbased on game play in accordance with present techniques;

FIG. 6 is a block diagram of a multi-path game in accordance withpresent techniques;

FIG. 7 is a schematic diagram of a multi-path game in accordance withpresent techniques;

FIG. 8 shows a transition between different game settings in a gameenvironment in accordance with present techniques;

FIG. 9 is a flow diagram of a method for determining a game score basedon player skill level in accordance with present techniques; and

FIG. 10 is a side view of game features assigned to different players inaccordance with present techniques.

DETAILED DESCRIPTION

The present disclosure is directed to an interactive game ride thatincludes features of a ride that provide audio, visual, and physicaleffects that can be experienced by riders in a vehicle, as well asfeatures of a game, including player interaction with the various gameeffects and dynamic experiences based on the interaction. Theinteractive game ride is in contrast to passive rides providing a staticexperience for each rider, e.g., a passive ride does not includevariable routes or outcomes each time the ride is taken and/or does notpermit dynamic rider interaction with or control of physical features ofthe ride. The present techniques facilitate a potentially differentexperience for each vehicle and/or game player each time the ride istaken. Further, the game players may actively control the outcome oftheir physical environments. Further still, the interactive game ridecouples player-controlled actions of virtual effects with physicaloutcomes. For example, if a projected virtual player avatar jumps on alever (either real or projected), the lever actuates and a physicaldrawbridge may be opened. In another example, a physical activation ofan effect, such as a fan, may blow debris out of the way, showing ahidden pathway. In this example, the debris may include projected orvirtual debris that changes on a display in a manner that is coordinatedwith the physical effect. In this manner, the interactive game rideprovides continued interest over several park visits.

The interactive game ride may allow storytelling with variable or uniquenarratives depending on the choices made by the game players. Forexample, such choices may include the selection of a particular gamecharacter to role-play or follow, the selection of objects within thegame, speaking certain triggering phrases, etc. The interactive gameride may also provide an immersive video game type experience thatallows players to experience their favorite games in a large scalesetting. The interactive game ride may accommodate gamer players ofvarying levels or abilities, and may include game player (includingmulti-player) interaction to affect the ride path and story, bothindividually (i.e., for individual players) and collectively (i.e.,multi-player play outcomes may influence the vehicle path or storynarrative for all of the players in the game). Further, the interactivegame ride may serve as a platform for a variety of game types, includingfirst person shooter games, racing games, sports games, logic games,problem-solving games, puzzles, embedded narratives, etc. To augment thegame experience, the game ride may also permit the players in individualvehicles or individual players (e.g., vehicle riders) within eachvehicle to identify with a particular game character and experience thegame as that character, i.e., role-playing. For example, an interactivegame ride may permit players to select a character from a character menuor may facilitate character assignment to the players. The character maythen be associated with a particular skill level or particular gamegoals. In certain embodiments, the game ride may assess or assign askill level to each player and adapt accordingly.

In one embodiment, the game system itself may assume the role of thelead or main character, and the game players may select supportingcharacters (i.e., characters other than the main character). Forexample, a game may permit selection of supporting characters that playthe game with the goal of advancing/helping or hindering the goals ofthe main character, depending on the game narrative. The individualand/or collective play of the game players in turn influences the storynarrative presented for the main character by the game system, includingthe path and choices that the main character takes. In this manner, theindividual rider-players may control their individual supportingcharacters, but as a collective vehicle group they may together controlthe main character that is seemingly leading their vehicle or otherwisedirecting the narrative. In other embodiments, the game players mayassume the role of one or more main characters and experience the gameride as that main character. In further embodiments, other players mayassume the role of supporting characters within the game as well. Thecharacter may also take the form of a particular character avatar thatis projected within the game environments or displayed on a videoscreen.

The interactive game ride may also provide the benefit of a dynamicnarrative that changes in response to interest from the game players.For example, if a family with small children is participating in theride, the game may receive input on the player ages to selectappropriate game environments. Alternatively or additionally, the playerinteractions with the game may also influence the game to providefeedback. In one example, the game is a series of puzzle rooms, and theactions that the players take within each scene or puzzle change theenvironment and allow different paths to be activated or differentphysical effects to take place.

As the players travel through the game, they may interact with the gamevia one or more game input devices that may, in certain embodiments, beprovided as part of the game vehicle or may be provided as portablewireless devices. Such devices may be familiar game playing accessories,such as joysticks, steering wheels, wands, markers (e.g., controllersconfigured as weapons), etc. In the example of a game joystick, when theplayer is within the game, the joystick may control an avatar on a videosurface of the game environment (e.g., on a wall, ceiling, or floor)and, based on the player's own control of the avatar, the game maydynamically adjust the game experience to reflect what the player hasselected or targeted or where a player has moved on the video surface.For example, the selection may indicate a target that has been shot or adoor that has been opened. In addition, the game input device may beused to interact with video, projection, display or surfaces that arepart of physical objects in the game (e.g., interactive objects,barriers), and the game controller may be configured to determine thenature of the interaction from input from the input device, sensors onthe surface, and/or external sensors such as cameras within the gamesystem. In another embodiment, movement or action of the players may besensed by various sensors with the game and used as inputs to the game.For example, if a player says a certain phrase, sensors within theenvironment may provide the sensed audio as an input to the controllerto trigger particular game actions, where the game player statement of“yes” has a different game outcome than the statement of “no.”Accordingly, the game may also include game player interaction with gamecharacters, either animatronic characters or actors within the game.Such interactions may also provide dynamic inputs to the game to triggerchanges within the environment depending on the outcome of theinteraction.

The game controller, which may include one or more automationcontrollers, e.g., a programmable logic controller (PLC), is operativelyconnected to, communicates with, and/or controls operations of certaincomponents of the system. For example, the game controller controls thedisplay of images or videos on one or more game surfaces and, in certainembodiments, may also provide instructions to control certain aspects ofa display within a game vehicle. In addition, the game controller isalso configured to receive inputs from various game components,including game input devices, the game vehicles, the game environmentfeatures, sensors, etc., to control certain aspect of game play. Inaddition, in particular embodiments, the game controller may beconfigured to control individual vehicle motion for any vehicle in thegame. For example, the interactive game ride system may be implementedwith autonomous guided vehicles. In such embodiments, the vehicle pathis determined via the game controller and the game player does not driveor steer the vehicle. However, game player interactions with the gamemay be provided as inputs to the game controller that influence not onlythe vehicle path, but may also trigger vehicle effects (e.g., noiseeffects, vehicle shaking or tilting, etc.). Further, in accordance withthe present disclosure, the game controller may update or change a gameconfiguration, either under game operator control or based on the skillor performance of the vehicle riders.

The disclosed interactive video game ride may be implemented withamusement park attractions including shows, rides, promotions, and soforth. By employing the interactive video game ride in conjunction withparticular themes, such as traditional video games, guests areincentivized to visit the amusement park and are further enabled toenjoy the thematic experience provided by the amusement park. Further,because the interactive video game ride is configurable and dynamic, onegame environment may be configured to host games having a number ofdifferent themes or narratives.

With the foregoing in mind, FIG. 1 illustrates an embodiment of aninteractive game ride system 10 in accordance with the presentdisclosure. The interactive game ride system 10 may include a gameenvironment 14 for one or more game vehicles 16. In the illustratedembodiment, multiple vehicles 16 are positioned within and configured tomove in the game environment 14. The game environment 14 may generallyrefer to the locations within an arena 12 or building in which the gameis played. In certain embodiments, the game environment 14 may includedifferent locations (e.g., environments 14 a-14 f) that may beinterconnected via passageways or doors. In other embodiments, theenvironments 14 a-f may be separate sections of a larger arena 12. Thegame system 10 may permit or facilitate movement of one or more vehicles16 within all or only a subset of the environments 14 a-f depending onthe game play. Further, each vehicle 16 may move together with othervehicles 16 or independently within the arena 12 such that the vehicles16 visit different game environments 14 a-f.

For example, in one example of game play, a first vehicle 16 may travelthrough environments 14 a, 14 c, and 14 e while a second vehicle 16 maytravel through environments 14 c, 14 b, 14 d, 14 f, and 14 e. The gameenvironments 14 may be configured for multiple vehicles 16 to playsimultaneously or may be configured to hold only one or a few vehicles16. Accordingly, a game in operation may feature vehicles 16 thatconverge at a particular location within the arena 12 to play togetherand then separate to accomplish individual game goals. In this manner,the system 10 may also be configured to maximize usable operation timefor high-interest game environments 14 that may otherwise form abottleneck to game play, and distribution of the vehicles 16 within thearena may be in part determined via one or more rules-based algorithmsthat use as input the desired number of vehicles 16 in a particular gameenvironment 14, the desired length of vehicle time in the environment14, the game goals of an environment 14, the recovery time for anyphysical effects, etc. Whichever vehicle path is assigned, for certaingames, a linear story or narrative is presented that incorporates gameplayer interactions, e.g., via selected game character avatars. Thesystem 10 may store different narratives or outcomes that are activatedbased on the receipt of particular inputs. In certain embodiments, agame system 10 may have over 100 or over 1000 different possiblenarratives that may include variable vehicles paths, physical objects,physical effects, character interactions, etc. Each vehicle (or group ofvehicles) experiences a particular linear narrative during the course ofa single game. However, the narrative is dynamic and responds to inputfrom the game players. Accordingly, the game narrative is not set at thebeginning of the game such that the game players cannot predict how thegame will unfold.

In certain embodiments, the system 10 may also determine the divergentvehicle paths based on the game play and inputs received from theplayers in the vehicles 16. The vehicles 16 may be player-driven andcontrolled or may be provided as autonomous guided vehicles that arecontrolled via a game controller. In the embodiment using guidedvehicles, the vehicle paths are determined by the game controller andthe players move within the arena 12 and to and from various gameenvironments 14 without controlling the movement of the vehicles 16. Thevehicle 16 may also include display functionality, and information aboutthe vehicle path may be provided as part of a map display, which mayalso facilitate player driving of the vehicles 16. Such a display mayinclude various features of the game and may be part of the gamenarrative. That is, the vehicle 16 may display a map that includesdepictions of the game environments 14 that are selected by thecontroller for game play.

Individual game environments 14 may include one or more features thatenhance the game experience and that are interactive. Player interactionwith these features dynamically changes the course of the game. Forexample, in one embodiment, certain vehicles 12 may experience entirelydifferent paths as well as game narratives and challenges relative toother vehicles in the game and/or relative to other times that the gameis experienced. In this manner, each experience with the game istailored to the player or group of players. FIG. 2 is a perspective viewof a game environment 14 that includes virtual game features such asthose provided by a projection or video display 30. The video displaymay include various selectable virtual displayed features 32 that arecapable of being selected by a game player (e.g., player 46). In certainembodiments, the display may be part of the walls, ceiling, and/or floor36, depending on the desired environment 14 of the game. The environment14 may also include interactive physical objects 38, e.g., surfacefeatures that can reflect projections in accordance with theenvironment, that form dynamic physical barriers, visual interest, orthat may be activated upon accomplishment of a game goal. For example, apot of gold may emerge from the floor under mechanical control if acertain game goal is accomplished. Alternatively, a barrier may beimposed or lifted based on game play. Such physical objects 38 may alsoinclude animatronic figures. In one embodiment, an animatronic figuremay deliver different audio messages to game players 46 depending ontheir game play. In this manner, the animatronic figure may reward highskill players 46 or provide clues to lagging players 46 to help themcatch up to other players in the game. The animatronic figure or otherphysical objects 38 may be configured to be controlled via the gamecontroller, which provides instructions to indicate that a vehicle 16 iswithin a distance range to activate certain motion actions.

The game environment 14 may also be configured to activate certainspecial effects 40, such as, for example, smoke or water effects. Otherphysical effects may include snow, fire, wind, ice, temperature effects,smells, etc. The special effects 40 may be augmented by video displays30. For example, a water wall effect may include some physical waterthat is backed by a video display such that the player 46 is under theimpression that they are passing through a waterfall withoutuncomfortably soaking the players. The game environment 14 may alsoinclude various audio effects delivered via one or more speakers 42. Anoperator interface 44 controls player interaction with the gameenvironment 14 and may include, for example, one or more player inputdevices such as a steering wheel, brake and gas pedals, a joystick, adisplay screen, one or more buttons, a gun, etc. Selection box 50 on thevideo display 30 indicates the player selection via joystick or otherinput device. For example, selecting a door may trigger game controlleractivation of an adjacent game environment 14 that resembles theinterior of a cottage and automatic guidance of the vehicle 16 into theappropriate environment 14. Passing through the environment 14 withoutselecting the door maintains the game environments in exterior settings.

In certain embodiments, when multiple players 46 are present in a singlevehicle 16, the vehicle 16 may include multiple interfaces 44, as shownin FIG. 3. Each interface 44 permits different inputs to the game. Inone embodiment, the players 46 a-46 d are associated with different gamecharacters. Accordingly, each player 46 may have different game goalsand/or different operator interfaces 44 a-44 d. For example, in awizard-themed game, each operator interface 44 may represent a differentwand associated with each character. The wands may be the players' ownwands, and, in such embodiments, the game system 10 may link to thewands before the game start to configure game play and to authorizeindividual wands to interact with the game environment 14. Unauthorizedwands would have no effect or ability to interact with features in thegame system 10.

Further, depending on the type of game configuration, the players 46a-46 d may be competing on opposing teams or may be working together toaccomplish a joint goal. For team-based play, the vehicles 12 may bescored individually as well as cumulatively. The various operatorinterface inputs may be pooled for a total vehicle score or may bearbitrated to the highest or lowest player ability to determine thevehicle path and/or game play or the influence an unfolding story. Forexample, depending on the game play, additional clues, plot points inthe narrative, or avatar interactions may be revealed. In oneembodiment, superior game play may reveal tie-in information to a gametheme, such as movie release information or may reveal introduction of aparticular character within the game theme In another embodiment, somegame play may reveal clues or hints to let novice players catch up tomore experienced players.

As illustrated in FIG. 4, the system 10 includes a game controller 48that is communicatively coupled to the vehicle/s 16 and the gameenvironment 14. As shown in FIG. 4, which is a block diagram of thesystem 10, the techniques disclosed herein may be used in conjunctionwith one or more components of the system 10, including the vehicles 16,the game environment 14, and the game controller 48. To providemovements of an individual vehicle 16, the vehicle 16 includes a motor62 and a brake 64. The movements of the vehicle 16 may include running(e.g., acceleration, deceleration), turning, and stopping of the vehicle16. The motor 62 may be powered by any suitable power source 58,including, but not limited to, a battery, a solar panel, an electricalgenerator, a gas engine, or any combination thereof. The operations ofthe motor 62 and the brake 64 may be controlled by the vehiclecontroller 50. For example, the vehicle controller 50 may control themotor 62 to adjust its output power to accelerate or decelerate thevehicle 16. The vehicle controller 50 may also control the brake 64 todecelerate or stop the vehicle 16. Further, the vehicle controller 50may operate under instructions from the player via the operatorinterface 44 (e.g., to steer the vehicle based on operator control of asteering wheel or joystick) and/or from the game controller 48.

The vehicle 16 may include a position feedback system 54 for monitoringits position in the game environment 14. In one embodiment, the positionfeedback system 54 interacts with one or more sensors or tags in thegame environment 14. In such an embodiment, the vehicle positionfeedback system 54 includes a reader that may sense the sensors or tagsto provide the position information of the vehicle 16. The reader thensupplies the position information to the vehicle controller 50, which inturn provides the information to the game controller 48. The vehicle 16may include a communication module 56 to facilitate communication withthe game controller 48 and to facilitate transmitting information fromthe operator interface 44 related to game specific inputs (e.g., gameenvironment interactions) and receiving information related toautonomous vehicle guidance and controlled vehicle paths. In thismanner, the game controller 48 may control movement of the vehicles 16in the system 10. Based on feedback from the game controller 48, thevehicle 16 may also display game information via a display module 60coupled to a display screen. Game information may include a vehiclescore as well as a team score, a representation of the game environment14 (e.g., a 2D dynamic graphical display including the current gameconfiguration and vehicle positions in the game environment 14 as wellas any available interactive displayed elements 32).

The game controller 48 and the vehicle controller 50 may include variouscomponents that may allow for interaction of the players 46 with thevehicle 16 and the game environment 14. Further, the game environmentmay include separate control circuitry for facilitating interactive anddynamic game elements, including display circuitry 70 for the videodisplay 30, tags or sensors 72 for tracking the vehicle 16 and/or theinput device of the operator interface 44, a sound module 74, and aphysical effects module 76 for controlling one or more physical effects(e.g., special effects 40 and/or physical objects 38; see FIG. 2). Oneor more disclosed features of the game environment 14 may alternativelybe implemented in the vehicle 12, e.g., the speakers may be part of thevehicle 12 but controlled via the game controller 48 and/or the vehiclecontroller 50

While certain elements are discussed in the context of the gamecontroller 48, it should be understood that the vehicle controller 50and the game environment 14 may include similar components. For example,the vehicle controller 16 may be any device employing a general purposeor an application-specific processor 80. The vehicle controller 16 mayalso include a memory device 82 for storing instructions executable bythe processor 80 to perform the methods and control actions describedherein for the vehicle 16. The processor 80 may include one or moreprocessing devices, and the memory 82 may include one or more tangible,non-transitory, machine-readable media. By way of example, suchmachine-readable media can include RAM, ROM, EPROM, EEPROM, CD-ROM, orother optical disk storage, magnetic disk storage or other magneticstorage devices, or any other medium which can be used to carry or storedesired program code in the form of machine-executable instructions ordata structures and which can be accessed by the processor 80 or by anygeneral purpose or special purpose computer or other machine with aprocessor. In addition, the game controller 48 may be configured tocommunicate over wired or wireless communication paths with the gameenvironment 14 and the vehicle 16. The game controller 48 may include adistributed control system (DCS) or any computer-based workstationincluding a display 84 and an input/output interface 86 that is fully orpartially automated.

In one embodiment, data is transferred between the game controller 48,the game environment 14, and the vehicle controller 50 at least in partvia a wireless network. The vehicle controller 50 may transfer dataindicative of the status of the vehicle to the game controller 48. Suchdata may include a vehicle identifier for an individual vehicle 16 andassociated position, velocity, impact zone, traveling direction, motoroutput power, loading condition, or the like. Based on the received datafrom the vehicle controller 50, the game controller 48 may sendinstructions to the vehicle controller 50 to control the movement of thevehicle 16. In accordance with the present disclosure, the gamecontroller 48 may control each of a plurality of ride vehicles 16independently.

The system 10 may determine vehicle position and game player interactionvia the position tracking system 54 that interacts with the tags orsensors 72 on or in the game environment 14 or other suitable techniquesfor determining vehicle position. For example, the system 10 may includean external sensor 90, such as a camera, that tracks the positions ofthe vehicles 16 and provides data to the game controller 48. Inaddition, the vehicle 16 may include transmitters, such as RFIDtransmitters, that provide signals to the game controller 48 and thatmay be used to determine position information. Further, while thedisclosed embodiments have been described in the context of vehicles 16,in other embodiments, the game players 46 may interact directly with thegame environment 14. In such an embodiment, game players may wearwatches or other objects that can incorporate position indicatingdevices. Alternatively, player location may be determined via theexternal sensor 90.

In operation, the game system (e.g., the game ride system 10 of FIG. 4)starts the game and the vehicles 16 progress through the gameenvironments 14. Their movement within the larger arena 12 of the gameand to and from the individual environments 14 may be determineddynamically based on game play. This is in contrast to passive rides inwhich all ride participants travel in a fixed path within an attraction.As provided herein, the interactive game ride permits and facilitatesdifferent paths within the game ride and/or different game experiencesbased on game play. Accordingly, the progress of the game is not fixedat the beginning, but is in response to the players themselves and theirinteraction with the game features.

The interactive game ride system FIG. 5 is a flow diagram of a method100 of assigning vehicle paths to one or more vehicles 16 based on theirvehicle paths during game play. The method 100 may be performed entirelyor in part by a game controller 48 as provided herein using controllogic or programming (e.g., via controller 100). At block 102, acontroller 48 receives one or more signals or inputs from a vehicle 16with interactive game input information. The information may beinformation from an operator interface 44 and/or a display screen 30.For example, the information may be a position and/or angle of ajoystick, a button actuation, a trigger pull, etc. The information mayalso include vehicle position information via the position feedbacksystem 54. In one embodiment, the controller 48 may receive informationthat a trigger has been pulled from a particular game environmentposition. Further, the controller 48 may also determine if a target hasbeen hit based on an optical signal (e.g., an optical source in the gunbarrel may shine onto a target, and a light sensor in the target mayprovide information that the light detection is consistent with a gametarget hit) or other signal. Player actions may be received via theoperator interface and data related to the actions may be stored and/ortransmitted to the controller 48 for further processing, such as scoredetermination at block 104. In certain embodiments, the score input mayinclude input from external sensors 90 that capture player motion, suchas wand motion, and provide the motion characteristics as input to ascore determination algorithm. If the wand motion is associated with aparticular spell that is an effective spell for the game, the player'sscore may be updated to indicate a successful “freezing spell” or otherspell has been cast. Additional score input may also include informationfrom video displays and sensors in the game environment 14. For example,selection of particular objects in the video display 30 may be receivedby the game controller 48 and provided as score input. Based on thevehicle score, the method 100 may assign a vehicle path in the game atstep 106 as well as modifying or updating the existing game environmentat step 108 to reflect the actions of the players and the score orsimilar action tally. For example, if the player 46 selects a door, thegame environment 14 may be updated via the controller 48 to display anopened door rather than a closed door. Once the path is assigned, thecontroller 48 communicates the path information to the vehicle 16 (e.g.,to the vehicle controller 50). The method 100 tracks the progress of thegame and the scores of particular vehicles 16 and/or riders 46 byreturning to step 102 to process new position information as thevehicles 16 progress in the game environment 14 during game play.

FIG. 6 is an example of vehicle path assignment that may be implementedvia the method 100 of FIG. 5. For example, both vehicles 16 a and 16 bin the game start in the same environment 14. The vehicles then interact(e.g., via the operator interface 44) with the game environment 14 andinformation about the interaction is received by the game controller 48.Based on the information, as well as additional information (e.g.,selected characters, selected play difficulty), the game controller 48provides path information to the vehicles 16. For autonomous guidedvehicles, the vehicle controller automatically controls the vehicle path16, including the speed of the vehicle 16 within the game as well asdirection, speed and degrees of rotation of vehicle, vehicle startingstopping, backing up, etc. In one embodiment, vehicle 16 a may beassociated with the Character A while vehicle 16 b is associated withCharacter B. Vehicle 16 a may select a pathway by maneuvering aselection within a control and clicking on a fork in the pathillustrated on a display screen. Based on the selection, the vehicle 16a progresses to environments 14 a. Similarly, the vehicle 16 b mayselect a different path, and the vehicle 16 b then progresses throughthe environments 14 b. Depending on the game, the vehicles 16 a and 16 bmay come together in another game environment 14 before exiting thegame. In some embodiments, the players in different vehicles 12 arecompeting with each other to proceed on a desired or winning path. Inother embodiments, players in multi-player vehicles follow multiplecharacters, each player focused on providing input/control to his/herown character.

FIG. 7 is another example of vehicle path assignment within anenvironment 14 that may be implemented via the method 100 of FIG. 5. Forexample, the environment 14 may include a plurality of entrances 120(e.g., entrances 120 a and 120 b) and exits 122 (e.g. exits 122 a-d).Based on predetermined factors, a vehicle entry into the game may beassigned to a particular entrance 120. In one embodiment, a repeatplayer may be assigned to a new entrance 120 at each visit. In anotherembodiment, a repeat player may “unlock” access to new entrances viagame skill or achievements. Other entrance assignment factors mayinclude assessed skill level, age, or character assignment (e.g., aparticular game character may be assigned a preset entrance while othercharacters use their own designated entrances) or cumulative “score” orperformance level of all players in the same vehicle. For example, inone embodiment, repeat game players who have achieved a particular skilllevel may have certain hidden or special characters available as optionsupon reaching a cumulative score threshold over the course of many gameplays. The environment 14 may include certain character training roomsthat only vehicles associated with a particular character may enter. Forexample, a character training room may be located just within anassigned character entrance 120.

Once within the environment, the game may progress as the playervehicles advance within the environment 14, e.g., as the players enter aroom and interact with the game environment 14. Certain locations in thegame may trigger path forks. For example, a vehicle on a path 126 mayreach a path junction 128 where game play may determine if the playerexits on a path 130 to the exit 122 b or on a path 132 to the exit 122d. For example, if a game goal is achieved, the vehicle may beinstructed to progress on path 130 to a higher-level location.Alternatively, if the game goal is not achieved, the vehicle mayprogress on the lower-level path 132. Accordingly, the paths mayrepresent paths through environments associated with different skilllevels. The paths may also present different options depending on playerinterest. For example, the player/s in the vehicle may choose whether apath through a dungeon or a kitchen is more interesting, and may bepermitted to choose any path regardless of skill level. In the depictedconfiguration, other paths may progress through other game locations. Apath 134 may progress to a path junction 136, which may then fork eithertowards the junction 128 or the junction 137, which in turn may forkinto the path 138 and the path 139. These paths may represent otherfeatures. For example, in a castle game, the various paths may progressthrough throne room or bedroom game environments. It should beunderstood that the depicted paths are by way of example, and otherenvironment configurations may be selected based on the desired gamegoals. Certain paths may be longer and more complex than others, and maybe associated with longer game run times. Further, the game may beplayed such that different vehicles enter via various entrances at thesame time and such that vehicles may converge within the game and thenmove apart, depending on their game play. In other examples, othervehicles may be playing the same game but may never encounter oneanother because their paths never converge.

In addition to controlling the progress of vehicles in the game viadifferent game environments 14, the system 10 may be reconfigured bychanging the displayed images in a single environment. FIG. 8 is anexample of a game environment 14 that transitions from a first settingto a second setting. In some embodiments, the information from orassociated with the vehicle 16 indicates that a certain game goal wasaccomplished (block 140) and triggers an update to the second setting(block 144). In this manner, the game system 10 may change the game inessentially real-time in response to game play. In one embodiment, suchtransitions may include screens that provide messages that indicate thatdifferent levels have been passed.

As provided herein, the game system 10 may incorporate player skillinformation in determining scores and/or environment updates. FIG. 9shows a method 160 that accounts for player skill within the game. Forexample, in a multi-vehicle team game, each vehicle 16 (vehicles 16 a-16c) may have associated players 46 with different skill levels, includinghigh skill (block 162), medium skill (block 164) and low skill (block166) players. The skill levels may be determined via playerself-evaluation or from previous game play information, e.g., if thegame player is a repeat visitor, game scores from earlier park visitsmay be stored on a visitor card or pass. In certain embodiments, theskill levels may be determined in a testing environment or in an initialgame environment 14. Accordingly, the game system 10 may dynamicallyadapt to players with different skill levels. For a novice player, thelow skill level may also include a default setting that allows such aplayer to experience the game ride as a ride without interacting withthe game environment 14. Based on the interactions with the game, thesystem 10 may weight the game scores (or the environmental updates)according to skill level to yield adjusted scores (e.g., scores 174,176, and 178). Further, the scores may be combined in a total team score180. In other embodiments, the game ride may not be score-focused (i.e.,may not provide scores), but may instead be about accomplishing amission that resolves a story goal. For example, the game may directplayers to catch a villain, find a treasure, solve a mystery, etc.

FIG. 10 shows an embodiment of a game environment 14 that includesinteractive elements that are specific for certain game players. Theelements 32 a are associated with the player 46 a, and the elements 32 bare associated with the player 46 b. Such distinctions may be based onthe character and/or the skill levels of the players 46. When the player46 a attempts to interact with the elements 32 b, there is no response,e.g., the controller 48 does not receive any input from the attemptedinteraction. Alternatively, the game system 10 may be configured toindicate a penalty associated with such attempts.

In another embodiment, the game system 10 may track the game experienceof the players. For example, an amusement park may track player progressover the course of park visits in various games, e.g., via a card ormobile device. When a player or group of players returns to a game, thegame controller 48 may select a game display based on previously playedgames. In this manner, a single game location is capable of providingchallenges for more experienced players as well as novice players. Forexample, a new game level and ride experience may be played andexperienced on each return visit. Further, for games played with a mixof player skill levels, the game controller 48 may introduce additionalchallenges for more advanced players. The game system 10 may also trackplayer performance on home or online game versions associated with thein-park ride game and respond and adjust accordingly.

While only certain features of the present embodiments have beenillustrated and described herein, many modifications and changes willoccur to those skilled in the art. It is, therefore, to be understoodthat the appended claims are intended to cover all such modificationsand changes as fall within the true spirit of the present disclosure.Further, it should be understood that certain elements of the disclosedembodiments may be combined or exchanged with one another.

1. A method comprising: receiving one or more inputs from a plurality ofvehicles in a game environment; assigning scores or game narratives toeach individual vehicle based on the one or more inputs; assigning avehicle path within the game environment to each individual vehicle ofthe plurality of vehicles based on the score or assigned game narrativeof the respective individual vehicle; and transmitting informationrelated to the respective vehicle path to the corresponding individualvehicles.
 2. The method of claim 1, comprising updating the scores basedon new inputs from the plurality of vehicles and assigning an updatedvehicle path based on the updating.
 3. The method of claim 1, whereinassigning a vehicle path to an individual vehicle comprises assigning afirst vehicle path if the individual vehicle score is above a thresholdand assigning a second vehicle path if the individual vehicle score isbelow a threshold.
 4. The method of claim 1, wherein assigning a vehiclepath to an individual vehicle comprises assigning a first vehicle pathif any individual vehicle score of the plurality of vehicles is above athreshold and assigning a second vehicle path if all individual vehiclesscore are below a threshold.
 5. The method of claim 1, comprisingproviding instructions to modify a game environment based on the scoresor the game narratives, and wherein modifying the game environmentcomprises modifying a virtual or physical object within the gameenvironment.
 6. The method of claim 1, comprising activating a firstsetting of the game environment when the scores are above a thresholdand a second setting of the game environment when the scores are below athreshold.
 7. The method of claim 6, wherein the first setting comprisesa first portion of a game story and the second setting comprises asecond portion of a game story.
 8. The method of claim 7, wherein thefirst setting comprises a first set of game environment features and thesecond setting comprises a second set of game environment features,wherein the first setting and the second setting are associated with thesame location in the game environment.
 9. The method of claim 1, whereinthe vehicle path defines a path within the game environment associatedwith a subset of rooms in the game environment.
 10. A method comprising:receiving one or more inputs from one or more riders of a vehicle in agame environment; assigning scores to each rider of the one or moreriders based on the one or more inputs; assigning a vehicle path withinthe game environment to the vehicle based on a vehicle score for thevehicle, wherein the vehicle score is based at least in part on thescores of the one or more riders; and providing instructions to move thevehicle along the vehicle path.
 11. The method of claim 10, wherein thevehicle score is based at least in part on a cumulative score of eachrider of the one or more riders.
 12. The method of claim 10, wherein thevehicle score is based at least in part on a highest individual scoreassigned to an individual rider of the one or more riders.
 13. Themethod of claim 10, providing the respective inputs from the one or moreriders based at least in part on external motion sensors disposed withinthe game environment.
 14. The method of claim 10, comprising assigning askill level to each rider of the one or more riders.
 15. The method ofclaim 14, comprising determining weighted scores for each rider of theone or more riders based at least in part on the skill level of eachrider of the one or more riders, and wherein the vehicle score is basedat least in part on the weighted scores of the one or more riders. 16.The method of claim 10, comprising assigning a skill level to a rider ofthe one or more riders based at least in part on scores associated withthe rider during previous ride experiences.
 17. The method of claim 10,comprising assigning a game character to the vehicle based on a gamecharacter selection of the one or more riders, wherein the gamecharacter is selected from a plurality of game character options, andwherein the game character options are presented based on a skill levelof the one or more riders.
 18. The method of claim 17, comprisingproviding instructions to modify the game environment based on the gamecharacter assigned to the vehicle, and wherein modifying the gameenvironment comprises modifying a virtual or physical object within thegame environment;
 19. A system comprising: a plurality of vehiclesconfigured to accommodate one or more riders in a game environment,wherein each vehicle of the plurality of vehicles comprises vehicleinterface circuitry responsive to inputs from the one or more riders;and a game controller configured to: receive the one or more inputs fromthe plurality of vehicles; assign scores or game narratives to eachindividual vehicle based on the one or more inputs; assign a vehiclepath within the game environment to each individual vehicle of theplurality of vehicles based on the score or assigned game narrative ofthe respective individual vehicle; and transmit information related tothe respective assigned vehicle path to each individual vehicle.
 20. Thesystem of claim 19, wherein the information related to the respectiveassigned vehicle path causes each individual vehicle to travel along theassigned vehicle path.